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[solved] Problem with OPOINT's coordinates. - Printable Version

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[solved] Problem with OPOINT's coordinates. - Hukko - 05-17-2009

Hi everybody again.
I'm making a Bleach MOD (Bleach - The Conquest) and my Inoue uses Tsubaki (a fairy) likes a sword (type 2).

So, in frame to summon Tsubaki, i have this opoint:

Code:
opoint:
      kind: 2  x: 18  y: 25  action: 0  dvx: 0  dvy: 5  oid: 213  facing: 1
   opoint_end:

When i change coordinates, don't have a result (no change the coordinate).
Can you help?
Thanks everybody.


RE: Problem with OPOINT's coordinates. - Magnamancy - 05-17-2009

Have you tried changing the w-point in the said frame?
I'm not a 100% sure if it'll do anything, but logically
it should:p


RE: Problem with OPOINT's coordinates. - WoodySmasher - 05-17-2009

opoint:
kind: 2 x: 18 y: 25 action: 0 dvx: 0 dvy: 5 oid: 213 facing: 1
opoint_end:

check x and y coordinates, don't need dvy: 5 and facing: 1. look at the action i think it's wrong look at theweapon example of lf2. There are frames when an weapon is in the hands of a char. U should make the action to that frame and wpoint should be added at same point at the ball x and y and the weaponact should be the ball's action. This will work. If u don't understand look at freeze's sword summoning data.

<frame> 275 Sword
pic: 165 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 2 x: 42 y: 51 action: 35 dvx: 0 dvy: 0 oid: 213 facing: 0
opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>


RE: Problem with OPOINT's coordinates. - Hukko - 05-17-2009

It's solved, the problem is:
I don't have use w_point in this frame.